The+Tasteful+Traveler

=The Tasteful Traveler= by Cathy Tran, Gina Yusypchuk and Holly Peters



Overview
Planning a dream vacation to your favorite foreign getaway? Or are you wondering when you'll ever get to take a vacation between school or work deadlines, family commitments, and budget constraints? Then you'll just love The Tasteful Traveler, a fun and easy way to carry the world in your pocket -- on your smartphone.

You don't even need to know the language. In fact, The Tasteful Traveler is specifically designed for those with no previous knowledge of the country they are visiting. And you'll only focus on the best part of the trip. The food, of course. As you travel to local eateries and experience real-world scenarios of arriving, choosing food items, speaking to a server, and paying for your meal, you'll want to return again and again.

This edition highlights the city of Paris, France. Watch for new editions coming soon.

Instructional Objectives
By playing this game, learners will be able to do the following:
 * 1) Identify different types of eateries by their French name.
 * 2) Order appropriate food and/or beverages associated with each type of eatery presented.
 * 3) Choose appropriate phrases for a conversation with a server or proprietor.
 * 4) Identify the appropriate amount of Euros (learning how to count in French) to pay for their meal including customary tip for the country they are visiting.

Learners
The game is designed for players over 16 years of age who speak English and are interested in learning about foods in foreign countries. The player should have little or no knowledge of the French language.

Context of Use
The Tasteful Traveler is designed for an individual player and can be played anywhere an iPhone is found. The game must be downloaded onto the iPhone prior to playing. After that, no internet access is necessary while playing the game. Most likely, it will be played informally at home or on the go (while waiting in line, etc.).

There is no time limit to complete the game because the player is encouraged to learn at their own pace. They can even play the same level (or visit the same eatery) more than once until they feel comfortable enough to move on to the next level. In fact, the player can visit the same place over and over and have a different experience each time. For this reason, play can be paused at any point in the game and continued later. It is feasible to play in segments of 10-15 minutes at a time. Ideally, after all levels have been competed, the player should be able to apply the knowledge from playing the game to similar real life situations in Paris, France.

The game will be developed for the iPhone platform (and can be rolled out for other smartphones in future releases).

Scope
This prototype for The Tasteful Traveler will focus on the city of Paris and how to order and behave in a variety of typical French restaurants/culinary arenas. (We anticipate 7-10 different locations. This will include markets, patisseries, boulangeries, bistros, and elegant restaurants.) It is estimated that each culinary location will contain about 10-15 minutes of content (lesson, game, interaction, etc.). Therefore, at a minimum, about one and a half hours will be needed to complete the entire game. But, of course, the actual time will depend on the individual.

This game is scalable for any country and foreign language, but for the purpose of this project, we will only focus on the design for the French version. The game specifically focuses on food and language/interactions that occur within a culinary context. While it is meant to prepare novice travelers for situations they will encounter while traveling, it focuses specifically on food and does not address other traveling scenarios.

Object of the Game
The object of the game is for the player to earn as many //expert// designations as they can. After each visit to an eatery, the player receives one of four designations (//amateur//, //intermediate//, //advanced//, or //expert)// based on their speed and accuracy. When the player is progressing through the games and challenges well, they will see the proprieter smile and say "tr és bien" (very good). If this is accomplished, the server will reward the player with bonus reference material (additional vocabulary words, useful phrases, etc.), and recommend the next eatery to visit.

If the player doesn't do well, the server will respond with phrases like, "You need more practice."

Online Game
//By: Digital Dialects// There are two ways to play this game - either with text or audio. Players can see the word or hear the pronunciation. They then need to click on the corresponding food item on the table. But this game is limited. There are only 15 food/drink items, which are unrelated (e.g. they display breakfast items with beer). Our game will have many more eateries and corresponding food/drink items to choose from.
 * French Food**

**iPod Applications**
The following is a list of iPod applications that contain content related to our game concept. We did not find any application that specifically mirrors the type of content we want to cover. None of the applications currently on the market appear to combine culinary knowledge with the etiquette and vocabulary necessary for travel in a foreign country. Most either focus directly on language translation (using common learning techniques such as flash cards) or have a more wide-ranging travel focus which doesn't provide the depth of knowledge about the foreign country or city's food culture and etiquette. Not only will our game combine these elements, but it will also orient the user to the layout of a particular city, using real and fictional establishments on a map-like interface. **Travel Applications** //By: Ivan Kerpan & Evgeniy Lebed//
 * Globemaster: Offline travel guide and utilities**
 * Tip calculator with one-tap access to customary tipping expectations of your currently selected country
 * Currency converter with on-demand update
 * “Favorites” for saving tip and currency presets

**Language Translation** //By: Innovative Language Learning//
 * My Words-French**
 * Word review-side by side list of all 10 words and their meanings
 * Listening practice: Hear each word's proper pronunciation by a native speaker
 * Perfect your pronunciation: record and play back your voice to compare your pronunciation to the native speaker’s
 * Save words, with their audio files, to review at any time even if you have no internet connection

//By: Marty McDonough// “Dedicated to making you a confident traveler, even in places you’ve never been.”
 * Odyssey Translator: French Travel Pro**
 * Real voice translations
 * Dynamically build your own phrases and sentences.

//By: 24/7 Tutor//
 * 24/7 Tutor**
 * Variety of different languages
 * Food and Dining section with the following "mini" games
 * Multiple Choice
 * Puzzle
 * Write in
 * Flash Cards
 * Has a "priority" mode for excluding the less important items from the quiz.

Our game is unique in that the player experiences the French language in context more than in other games. The lessons learned translate directly into the actual dining experience.

Design Details
**Major Branches**


 * Meet Ami:** The application begins with an introduction to Ami, the player's virtual traveling companion. Ami, which is also the French word for "friend", explain how to play the game and navigate through the application. She will then continue to guide the learner through the city and help with basic instruction, reminders, translation, and more. Ami is always there when needed, but she's also known to pop up unexpectedly.


 * City Map:** The city map is where the player views all eateries that are available and chooses one to visit. After completing a level, eateries to the next level become available. The player can also return to the map at any time to revisit a previous eatery, where they will have a completely new experience.


 * Levels 1-4:** Play begins in the market where basic vocabulary is introduced. Then the player is ready to visit specialty shops, where they would usually order items from a counter. Next, the player advances to informal dining. Finally, the learner will order a complete meal from a menu at a formal restaurant.

**Menu (Navigation Bar)** This is the main navigation bar within the game. Each item is available at any point throughout the game.


 * **Map:** All navigation within the actual game is performed on the Map screen, which can be accessed via the Map icon.
 * **Ask Ami:** Ami, the virtual travel companion, is available for help with basic instruction, reminders, translation, and more. Ami will also appear at times without the player's request.
 * **Vocabulary:** The vocabulary screen provides a dictionary of words used throughout the application, along with corresponding pictures and audio pronunciations.
 * **Reference:** The Reference section is populated as you progress through the game. It contains helpful phrases (with associated audio files and, in some cases, videos) as well as insider information and sponsored links. For example, learners can view information on the appropriate amount to tip.
 * **Page Curl:** The Page curl feature can be used to flip up the current page to reveal additional options related to the selected screen. For example, in the Intro screen, you can choose to access the content via video, audio only, or text. (See Ami screen shot below)

**Learning Interface** In each level, a blue dot will indicate areas you can touch to learn vocabulary and/or useful phrases. When you touch the blue dot, text will appear, along with three options. The first allows you to hear the word or phrase as demonstrated by a native speaker. You can practice saying the word to yourself and replay the word as many times as necessary by touching the speaker icon. Once you think you have mastered the word or phrase, touch the microphone icon to record yourself saying the word or phrase. Again, you can record as many times as necessary. When you are satisfied, touch the check mark icon and the voice recognition software will match your pronunciation against the native speaker. If you are successful, Ami will provide contextual feedback and encourage you to move on. If you are unsuccessful, Ami will suggest practicing and recording again.

**Interaction Interface** A red dot in each of the main levels indicates an interaction area. Most likely this will be associated with a waiter or the proprietor of the establishment that you are visiting. (The numbers are for demonstration purposes only and will not appear in the actual application.)

This element of the game is run by a sophisticated branched logic engine which accesses a large database of verbal interactions specific to the current culinary establishment. An introductory phrase is selected at random at the beginning of the interaction and all subsequent responses branch from that point. The introductory phrase and subsequent path of the interaction are also structured around a hierarchy which labels the interaction as easy, intermediate and advanced. To increase repeat game play while at the same time enhancing the overall learning experience, the game keeps track of how many times a player has accessed the interaction. As the number of times accessed increases, the interactions move from easy, to intermediate, to hard, thus constantly challenging the player.

Below is a description of how the basic interaction works:

1: Touch this icon to hear from the proprietor or waiter and begin the conversation. You may touch this as many times as necessary to repeat the conversation. 2: Once you are ready to respond to waiter/proprietor, touch the microphone icon and record your response. 3: Touch the check mark icon to activate the voice recognition software. Ideally, you will respond with phrases and/or vocabulary that you learned in the current level. However, the voice recognition database contains thousands of possible interactions and vocabulary combinations and will match your response accordingly. 4: If you are successful, the arrow icon will appear, allowing you to proceed to the next interaction. Using the branched logic described above, the proprietor/waiter will interact with the player in a natural fashion, thus continuing the conversation until the player has successfully ordered and paid for the food in question.

Once you have successfully finished the interaction, Ami will appear on the screen and congratulate you and you will be prompted to return to the map and try another level.


 * [[image:SMALLAmiIntroScreen.jpg width="192" height="359" align="left" caption="Ami, Personalized Help"]]

Ami (Intro and Contextualized Help)** Ami, which is the French word for “friend”, will help you through the game. When you first open the application, Ami appears on the screen to give you an introduction to the interface and how to play the game. Depending on how you would like to learn, you can use the page curl function to select one of three options for interaction with Ami: **Video**, **Audio only**, or **Text**.

Ami is also available throughout the game by selecting the **Ask Ami** icon at the bottom of the screen. Just as in the introduction, Ami can provide contextualized help in three different ways—audio, video, or text.

Ami is also known to pop up unexpectedly from time to time.

**Map Interface** The map of the city is displayed using the Map icon at the bottom of the screen. Just as with GoogleMaps on the iPhone, you can pinch and drag to zoom into different parts of the screen.

At the beginning of the game, only the market (level 1) is available. The market is in the foreground with the trees. When you touch a highlighted part of the map, the name of the establishment will appear, along with a blue arrow that allows you to enter. Levels that you have completed are highlighted on the map.

Available and advanced levels are marked on the map with red pins. You can click on the pin to view the name of the establishment. If the level is available to you, a blue arrow will appear next to the name of the establishment. If the level is not available to you, the name will be displayed (e.g. Le Jules Verne in the screen shot), but there will be no corresponding arrow.

Note that more than one level may be illuminated, but only one text bubble will appear at one time. For the purposes of this demonstration, however, there are two text bubbles on this mock up.



In this level, you have entered the cheese shop, or //le fromagerie//. This particular screen focuses on the cheesemonger or "fromager," but you can use standard iPhone/iTouch functionality to push (or essentially rotate) the screen right and left, allowing you a full 360 view of the cheese shop.
 * Level 2: Counter/Proprietor Interactions (Sample //Le Fromagerie//)**

Blue dots appear on the screen over areas where you can learn about cheese and/or relevant phrases. Proceed through the cheese shop and when you feel comfortable with the vocabulary, touch the red dot next to the fromager to begin your conversation. Refer to the Interaction Interface section above for more details on how to manage interactions.

**Technical Elements** Our egame will be made for iPhone and iPod Touch. The iPhone app will be developed using Cocoa touch programming on an Intel-based Mac computer with Mac OS X 10.5.5 Leopard. To begin, we will register for the Apple iPhone Developer Program ($99 for Standard, $299 for Enterprise) and the iPhone Developer (free). We will use the iPhone SDK (software development kit) version 2.2.1, which includes Apple Xcode Cocoa. With that, we will use the drag-and-drop feature of the Interface Builder and the OpenGL ES framework for developing graphics. To incorporate an element of surprise, the programming will include a random number generator to assign a different scenario for each visit to an eatery. The app's rating system will also be programmed (based on a combination of the learner's accuracy and speed) to display one of the following ratings: amateur, intermediate, advanced, or expert.

The first phase of testing will be conducted on the iPhone Simulator. Afterwards, we will also need an iPhone and iPod Touch to continue to test the app.

For our voice recognition software, we will be using software similar to Google’s voice search software that was developed for iPhones. The recording and playback features will be based on Griffin Technology's iTalk.

We will be using PNG and JPEG files for graphics. Specifically, a 57x57-pixel PNG format image for the icon and a 512x512-pixel JPEG version of the icon for an iTunes artwork rendering.

CAF audio files (16-bit, little endian, linear PCM audio data) will be used for sound.

Since there are several phases of our game, a learner may not be able to complete the game in its entirety in one sitting. Therefore, we will be using SQLite and the data structure provided at the iPhone Dev Center to save the game state. When the app is installed, a home directory will be created. Changes on the same page will be grouped together and saved when any of the following takes place: the page is dismissed, a new page is displayed, or the learner quits the app.

We will stay within the 10MB limit. Once finished, everything will be combined in a ZIP file for submission.

Motivational Issues
This game uses elements of Keller's ARCS model to engage learners: Learners will also be engaged through the following:
 * **Attention** (Sensory stimuli) - Learners are presented with audio, video, and colorful graphics. In addition, they are using their tactile sense by holding an iPhone or iPod Touch and touching the screen to indicate their choices. Unexpected events will also occur throughout the game to keep the players attention. For example, Ami may drop by with a friend that the player will need to converse with; or the wrong dish is served and needs to be corrected.
 * **Relevance** (Personal goal) - Through this game, learners will have fun learning a new language as they are "immersed" in France and applying their knowledge in real world situations, such as ordering food.
 * **Confidence** (Personal control) - Learners have many choices throughout the game. When starting at the Market, they can choose which area to visit first (fruits, meat, etc.) and how to progress through the remaining areas in the level. They may also start and stop (pause the game) as desired.
 * **Satisfaction** (Intrinsic reinforcement) - Learners will take great pride in seeing their progress in learning a new language. They receive immediate feedback for their answers, which is also satisfying.
 * ** Curiosity ** - There are several phases to complete, from a simple bakery to a complex formal restaurant. Players will want to discover and learn about all the different types of eateries throughout the featrued city.
 * **Challenge** - Players will want to "beat" all the challenges in the game. There are incentives (bonus reference material) for completing each level.
 * **Control** - Players may pause the game and resume when it's convenient for them; they can play according to their own learning pace and schedule.
 * **Fantasy** - An element of fantasy is prevelant throughout the game as the player imagines they are traveling in a foregin country.

Design Process
**Initial Thoughts** After reading the list of ideas provided in class, our team decided to design an e-game based on traveling to foreign countries -- specifically, the food in foreign country. We narrowed our focus to the city of Paris, France because two team members have studied the French language and all team members have traveled there. Ideally, other versions highlighting different cities would be developed as well.

Originally, the idea was to provide a References section so that learners would be able to refer to it when they travel to Paris. In additon, players would have an opportunity to practice their pronunciation of French words. so we looked into voice recognition software.

**Research** One of our first questions was whether voice recognition software exists for what we had in mind. An internet search revealed a few software applications that provided the level of sophistication to meet our needs.

Next, we searched the Internet for online games and phone apps that were similar to our idea. A review of these provided essential insight into the specific attributes we wanted (and didn't want) for our game. For example, we decided to use an actual street map, so that learners can become familiar with the city, in case they were to visit. We considered incorporating existing video tours of actual eateries in France. Due to legal concerns, however, we opted to use generic fictitious names for the eateris rather than names of actual establishments. We also thought it would be fun to have a guide assist the player in the game and named her Ami, which is the French word for "friend."

**Feedback** A preliminary design document for the game was reviewed by several classmates, who gave valuable feedback. One individual was concerned about the scope of incorporating our ideas on one little cell phone screen, but we reasoned that our ideas would be possible because Nintendo DS also has a small screen, yet their games are able to incorporate many elements of an engaging game, such as sound and colorful graphics. Another classmate suggested using sponsored links throughout the reference material to help monetize the application.

During a consultation, our professor suggested that we include a scoring system. At first, we were reluctant because we felt it might take away from the learning experience or add pressure to earn points, but then we looked to video games for inspiration. Ultimately, we decided to incorporate a rating system instead, where upon completion of each phase, the learner earns the designation of //amateur//, //intermediate//, //advanced//, or //expert//, depending on their speed and accuracy. (We jokingly thought about including "stupid American" as a rating.) We also decided to modify our design to incorporate another suggestion: the element of surprise. Random events will be provided to players during their visits to the eateries, so that each visit will be different. For example, a learner orders Brie from the Cheese Shop on their first visit. Should they decide to return and order it again, perhaps the shop will have run out.

**Details** We met in person to discuss the Design Details and after hours of discussion, we finally settled on exactly what each level would consist of. We also came up with a fun suggestions for graphics. One fun idea was to create the main icon using the image of a silhouette similar to Charlie's Angels with each girl holding either a fork, spoon, or knife. We soon discovered, though, that the icon would be too small for the distinguishing details to be visible. Therefore, our member with graphic design experience designed a different icon which included the main idea of the game along with the flag colors from the featured city.

**Communication** Throughout the design and development of our game, we communicated via email, Wikispaces, phone calls, and face-to-face meetings.

Lessons learned from this project include:
 * There needs to be at least one team member with enough technical knowledge to know what types of file formats, software programs, and data structures best enhance the game.
 * In the brainstorming process, it is acceptable to incorporate ways of using technology that don't yet exist.